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Author SHA1 Message Date
Emmanuele Bassi
74765404dd conform: Skip actor-offscreen-redirect
Until we figure out a way to make it succeed even without the paint
signal emission.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
485b720a54 conform/text-cache: Use the stage paint signal
The stage's paint signal is guaranteed to be emitted; ClutterText's
paint signal is not.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
e54ee64380 actor: Make paint_node() and ::paint mutually exclusive
The ::paint signal is the old way to paint an actor; the paint_node()
virtual function is the new way. It's still not possible to traverse the
whole scene graph and build a render tree of PaintNode instances, but
with this change we simultaneously cut out the ::paint signal emission
from the critical path for actors that are using the new PaintNode-based
API, and we retain backward compatibility in the interim period between
1.10 and 2.0.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
a58be8aad1 paint-nodes: Fix compiler warning 2012-03-16 12:33:36 +00:00
Emmanuele Bassi
ff7eb6c0a9 interactive/content: Define the size of the text geometry
So that Clutter can decide whether or not to clip the text properly.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
51cca132e0 paint-nodes: Use logical extents for the TextNode::draw
When we decide if we ought to clip, we should use the logical extents of
the PangoLayout, just like we do for ClutterText.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
fa77274e80 content: Turn attached and detached into signals
The attached and detached virtual functions are now informative, and not
normative - which means it's a good idea to provide them as signals.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
2f0d29ad75 content: Make vfuncs optional
The virtual functions on the ClutterContent interface should provide
hooks for application code, not be the actual implementation.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
f4d8fb054a paint-node: Use JSON-GLib for debug serialization
Instead of our homegrown string building; this at least ensures that
we're generating proper data, instead of random strings. Plus, using
JsonNode and JsonBuilder, we can ask the PaintNode subclasses to
serialize themselves in a sensible way.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
2ee5851970 docs: Update the API reference
Add all the new symbols.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
6cddd69747 docs: Update documentation on the paint sequence 2012-03-16 12:33:36 +00:00
Emmanuele Bassi
be4746b15f Add ClutterContent
ClutterContent is an interface for creating delegate objects that handle
what an actor is going to paint.

Since they are a newly added type, they only hook into the new PaintNode
based API.

The position and size of the content is controlled in part by the
content's own preferred size, and by the ClutterContentGravity
enumeration.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
6f0782e0a4 actor: Add paint_node virtual function
The ::paint-node virtual inside ClutterActor is what we want people to
use when painting their actors.

Right now, it's a new code path, that gets called while painting; the
paint_node() implementation should only paint the actor itself, and not
its children — they will get their own paint_node() called when needed.

Internally, ClutterActor will automatically create a dummy PaintNode and
paint the background color; then control will be handed out to the
implementation on the class. This is required to maintain compatibility
with the old ::paint signal emission.

Once we are able to get rid of the paint (and pick) sequences, we'll
switch to a fully retained render tree.
2012-03-16 12:33:35 +00:00
Emmanuele Bassi
b83dc6abfa Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.

ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.

The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.

For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-03-16 12:33:35 +00:00
Daniel Mustieles
696017edf2 Updated Spanish translation 2012-03-16 13:04:34 +01:00
Nilamdyuti Goswami
0316dfc213 Assamese translation updated 2012-03-16 12:54:49 +05:30
Fran Diéguez
024ebfc0cf Updated Galician translations 2012-03-16 01:56:03 +01:00
Matej Urbančič
291ec65a53 Updated Slovenian translation 2012-03-15 21:57:19 +01:00
Piotr Drąg
d56feaa523 Updated Polish translation 2012-03-15 20:53:33 +01:00
Piotr Drąg
bbb6f09bcf Updated POTFILES.in 2012-03-15 20:47:06 +01:00
Emmanuele Bassi
cbcc84022e animator: Fix NULL check 2012-03-15 17:51:22 +00:00
Emmanuele Bassi
fa9be0ba73 interactive/texture-async: Use implicit animations 2012-03-15 17:42:42 +00:00
Emmanuele Bassi
7f1f9a50c1 actor: Remove G_SIGNAL_NO_RECURSE
As it turns out, we do end up recursing inside the ::paint signal
emission - especially inside the conformance test suite.

This thoroughly sucks - and we'll only be able to fix it properly
when we bump API for 2.0.
2012-03-15 17:41:28 +00:00
Emmanuele Bassi
6a8d67a8ad I should compile the changes I make 2012-03-15 17:32:53 +00:00
Emmanuele Bassi
5e652b91d6 actor: Fix get_transition() method
We now store a closure, not directly a ClutterTransition instance.
2012-03-15 17:31:36 +00:00
Emmanuele Bassi
9e1ec82838 doc: Reference fixes 2012-03-15 17:01:14 +00:00
Emmanuele Bassi
0cf9ad82c4 symbols: Update 2012-03-15 17:01:14 +00:00
Emmanuele Bassi
4bd3583dbf actor: Add generic transition support
ClutterActor should be able to hold all transitions, even the ones that
have been explicitly created.

This will allow to add new transitions types in the future, like the
keyframe-based one, or the transition group.
2012-03-15 17:01:14 +00:00
Emmanuele Bassi
3638c1efed transition: Clear the animatable member when removing on complete 2012-03-15 17:01:14 +00:00
Emmanuele Bassi
514466601e transition: Check the repeat count to remove on complete
We can now ask the timeline for the current repeat, and if it's the last
one, then we can safely detach the transition from the animatable
instance.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
388f818f41 timeline: Add more state accessors
It should be possible to ask a timeline what is its duration, taking
into account eventual repeats, and which repeat is the one currently
in progress.

These two functions allow writing animations that depend on the current
state of another timeline.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
1511e588df actor: Add delay to the easing state
It should be possible to set up the delay of a transition, but since
we start the Transition instance before returning control to the caller,
we cannot use clutter_actor_get_transition() to do it without something
extra-awkward, like:

  transition = clutter_actor_get_transition (actor, "width");
  clutter_timeline_stop (transition);
  clutter_timeline_set_delay (transition, 1000);
  clutter_timeline_start (transition);

for each property involved. It's much easier to add a delay to the
easing state of an actor.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
303ebaea88 interactive/bin-layout: Use implicit animations 2012-03-15 17:01:13 +00:00
Emmanuele Bassi
389ee45747 interactive/actor: Do not use clutter_actor_animate()
Use implicit animations instead.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
cb8dea0379 interactive/transitions: An easing demo without animate()
Use the newly added implicit animations support in ClutterActor.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
043cf6b284 docs: Update the API reference 2012-03-15 17:01:13 +00:00
Emmanuele Bassi
dda4db378c symbols: Update 2012-03-15 17:01:13 +00:00
Emmanuele Bassi
67113ed690 actor: Implement implicit animatable properties
Clutter is meant to be, and I quote from the README, a toolkit:

  for creating fast, compelling, portable, and dynamic graphical
  user interfaces

and yet the default mode of operation for setting an actor's state on
the scene graph (position, size, opacity, rotation, scaling, depth,
etc.) is *not* dynamic. We assume a static UI, and then animate it.

This is the wrong way to design an API for a toolkit meant to be used to
create animated user interfaces. The default mode of operation should be
to implicitly animate every state transition, and only allow skipping
the animation if the user consciously decides to do so — i.e. the design
tenet of the API should be to make The Right Thing™ by default, and make
it really hard (or even impossible) to do The Wrong Thing™.

So we should identify "animatable" properties, i.e. those properties
that should be implicitly animated by ClutterActor, and use the
animation framework we provide to tween the transitions between the
current state and the desired state; the implicit animation should
happen when setting these properties using the public accessors, and not
through some added functionality. For instance, the following:

  clutter_actor_set_position (actor, newX, newY);

should not make the actor jump to the (newX, newY) point; it should
tween the actor's position between the current point and the desired
point.

Since we have to maintain backward compatibility with existing
applications, we still need to mark the transitions explicitly, but we
can be smart about it, and treat transition states as a stack that can
be pushed and popped, e.g.:

  clutter_actor_save_easing_state (actor);

    clutter_actor_set_easing_duration (actor, 500);
    clutter_actor_set_position (actor, newX, newY);
    clutter_actor_set_opacity (actor, newOpacity);

  clutter_actor_restore_easing_state (actor);

And we can even start stacking animations, e.g.:

  clutter_actor_save_easing_state (actor);

    clutter_actor_set_easing_duration (actor, 500);
    clutter_actor_set_position (actor, newX, newY);

    clutter_actor_save_easing_state (actor);

      clutter_actor_set_easing_duration (actor, 500);
      clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
      clutter_actor_set_opacity (actor, newOpacity);
      clutter_actor_set_depth (actor, newDepth);

    clutter_actor_restore_easing_state (actor);

  clutter_actor_restore_easing_state (actor);

And so on, and so forth.

The implementation takes advantage of the newly added Transition API,
which uses only ClutterTimeline sub-classes and ClutterInterval, to cut
down the amount of signal emissions and memory management of object
instances; as well of using the ClutterAnimatable interface for custom
properties and interpolation of values.
2012-03-15 17:01:12 +00:00
Emmanuele Bassi
40bcbf9c0d Add ClutterPropertyTransition
ClutterPropertyTransition is a ClutterTransition that animates a
property of a ClutterAnimatable implementation.
2012-03-15 17:01:12 +00:00
Emmanuele Bassi
0c8443f71a Add ClutterTransition
ClutterTransition is a Timeline sub-class that allows interpolation of a
value between the initial and final states held by a ClutterInterval.
2012-03-15 17:01:12 +00:00
Emmanuele Bassi
e546d28771 types: Declare new Transition classes 2012-03-15 17:01:12 +00:00
Emmanuele Bassi
beb91d7676 interval: Add variadic arguments for initial/final setters
As a convenience for the C API.

Language bindings should already be using the GValue variants.

This commit also moves the custom progress functions out of the
clutter-interval.c, as they are meant to be generic interpolation
functions and not ClutterInterval-specific.
2012-03-15 17:01:12 +00:00
Emmanuele Bassi
06314e9ed8 docs: Update reference symbols 2012-03-15 17:00:38 +00:00
Chun-wei Fan
8e48afd066 Fix "install" paths in VS 2010 property sheets 2012-03-15 16:55:55 +08:00
Emmanuele Bassi
708d385866 actor: Annotate signals to enable some optimization
The ::paint, ::queue-redraw, and ::queue-relayout signals should be
marked as no-recurse and no-hooks; these signals are emitted *a lot*
during each frame, and since GLib has a bunch of optimizations for
signals with no closures, we should try and squeeze every single CPU
cycle we can.
2012-03-14 11:35:33 +00:00
Stefano Facchini
5d26aeca34 Install clutter-version.h 2012-03-13 18:22:19 +01:00
Chun-wei Fan
c4de95f275 Dist clutter-version.h
Dist clutter-version.h for use under non-autotools-based build
environments (e.g. MSVC) as this header is now generic under the
systems Clutter supports

Checked with Emmanuele Bassi on IRC.
2012-03-13 23:20:00 +08:00
Chun-wei Fan
53e16b6019 clutter-master-clock.c: Set frame_budget conditionally
The frame_budget member of ClutterMasterClock is only enabled when
CLUTTER_ENABLE_DEBUG is enabled, so fix the build with this.

Checked with Emmanuele Bassi on IRC.
2012-03-13 23:19:52 +08:00
Kenneth Nielsen
eaecd1efef Updated Danish translation 2012-03-13 09:08:31 +01:00
Antonio Fernandes C. Neto
80b4e75132 Updated Brazilian Portuguese translation 2012-03-09 10:29:33 -03:00